PVS-Studio is a static analysis tool that helps find errors in software source code. This time PVS-Studio looked for bugs in Storm Engine's source code.
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Multithreading in Photon
What this article is about
In this article, we will talk about multithreading in the backend.
• how it is implemented
• how is it used
• what can be done
• what we invented ourselves
All these questions are relevant only if you develop something for the server side - modify the Server SDK code, write your own plugin, or even start some server application from scratch.
12 Tech Trends Every Java Developer Must Learn To Win The Game In 2021
The previous year has been very distressing for businesses and employees. Though, software development didn’t get so much affected and is still thriving. While tech expansion is continuing, Java development is also going under significant transformation.
The arrival of new concepts and technologies has imposed a question mark on the potential of Java developers. From wearable applications to AI solutions, Java usage is a matter of concern for peers.
Moreover, it is high time that developers enhance their skills as to the changing demands of the industry. If you are a Java developer, surely you too would be wondering what I am talking about what things you should learn.
Making Grenades in Unreal Engine, Part 2: Attributes, Gameplay Effects, Replication
Link to Part 1.
A SimpleGAS is a set of tutorials for entry-level Unreal Engine enthusiasts who wants to leverage the power of the Gameplay Ability System in their prototypes. While there are great tutorials and GitHub repositories which cover the topic of GAS in more depth, this tutorial is requiring a minimum C++ setup and showcases working examples built entirely using Blueprints. This tutorial is for those who are new to Unreal Engine gameplay/multiplayer development or simply need an easy headstart before diving into more sophisticated GAS-related content.
Today we finish what we started in Part 1 and make replicated grenade projectiles using Gameplay Ability System...
Free Heroes of Might and Magic II: Open-Source Project that You Want to Be Part of
Recently we found out that the new version of the fheroes2 project was released. In our company there are many fans of Heroes of Might and Magic game series. So, we couldn't pass it up and checked the project by PVS-Studio.
A bit about our currently nameless game company, and what we’re working on at the moment
Hey everyone! I represent a game studio without a name, and the project we’re working on goes by the technical name of "CGDrone". I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.
I’ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I’d like to share a bit about it.
Did It Have to Take So Long to Find a Bug?
Have you ever wondered which type of project demonstrates higher code quality – open-source or proprietary? Our blog posts may seem to suggest that bugs tend to concentrate in open-source projects. But that's not quite true. Bugs can be found in any project, no matter the manner of storage. As for the code quality, it tends to be higher in those projects where developers care about and work on it. In this small post, you will learn about a bug that took two years to fix, although it could have been done in just five minutes.
Launching Grenades in Unreal with Gameplay Ability System: Part 1
This is the first tutorial in the series dedicated to Gameplay Ability System. The goal for these tutorials is to be easily digestible, 10 minutes-long reads focused on getting a working prototype of a gameplay mechanic on screen as fast as possible. So whatever you new to Unreal Engine or new to Gameplay Ability System, Designer, Animator, or Technical Artist, these tutorials will help you build your projects faster and stop being afraid of using GAS for your projects.
This series requires little to no knowledge of C++. It requires a basic knowledge of Blueprints scripting and general knowledge about unreal asset types and their use for building gameplay. I tried to cover steps in as much detail as possible and provide GIFs and plenty of images to help you on your way to the result, which is just 20-30 minutes away from now.
I wish you good luck and let's go!
The end result we will be able to see very soon.
OPPO, Huawei, Xiaomi. Chinese app stores join forces to take on Google
Major players in the Chinese app market are joining forces to take on the almighty Google Play store. Xiaomi, Oppo and Vivo are reported to launch the Global Developer Service Alliance (GDSA), a platform allowing Android developers to publish their apps in the partnering stores from one upload.
The GDSA is expected to launch in nine countries—including India, Indonesia, Malaysia, Russia, Spain, Thailand, the Philippines, and Vietnam—although paid app support may vary across the regions. Canalys’ Nicole Peng explains the wide reach of this alliance:
By forming this alliance each company will be looking to leverage the others’ advantages in different regions, with Xiaomi’s strong user base in India, Vivo and Oppo in Southeast Asia, and Huawei in Europe.
The Different RPG styles between East and West
The Chinese Mobile RPG: the Genre of Giants.
Chinese RPGs make up 56% of the top 500 grossing iOS games in China. According to data gathered in 2019 by Game Refinery’s Joel Julkunen. Let’s take a look at the genre and some important points for game developers and RPG enthusiasts to consider Chinese Mobile RPGs.
RPG or role-playing game is a game where the player plays as a character, often the main character, in a fictional game world.
Amnesia: The Dark Descent or How to Forget to Fix Copy Paste
Just before the release of the "Amnesia: Rebirth" game, the vendor "Fractional Games" opened the source code of the legendary "Amnesia: The Dark Descent" and its sequel "Amnesia: A Machine For Pigs". Why not use the static analysis tool to see what dreadful mistakes are hidden in the inside of these cult horror games?
Database using ScriptableObjects with save/load system
Introduction
Each game has data that game-designers work with. In RPG there is a database of items, in match-3 — the cost in the crystals of tools from the store, in action — hit points, for which medical kit heals.
There are many ways to store such data — someone stores it in tables, in XML or JSON files that edit with their own tools. Unity provides its own way — Scriptable Objects (SO), which I like because you don't have to write your own editor to visualize them, it's easy to make links to the game's assets and to each other, and with Addressables this data can be easily and conveniently stored off-game and updated separately.
In this article I would like to talk about my SODatabase library, with which you can conveniently create, edit and use in the game (edit and serialize) scriptable objects.
Checking the Code of XMage, and Why You Won't Be Able to Get the Special Rare Cards of the Dragon's Maze Collection
XMage is a client-server application for playing Magic: The Gathering (MTG). XMage's development was started in early 2010. Since then, it has seen 182 releases, attracted an army of contributors, and it's still being actively developed even now. All that makes it a good reason for us to contribute to its development too! So, today the PVS-Studio unicorn is going to check the code base of XMage and maybe even get into a fight with some entities.
PVS-Studio and Continuous Integration: TeamCity. Analysis of the Open RollerCoaster Tycoon 2 project
One of the most relevant scenarios for using the PVS-Studio analyzer is its integration into CI systems. Even though a project analysis by PVS-Studio can already be embedded with just a few commands into almost any continuous integration system, we continue to make this process even more convenient. PVS-Studio now supports converting the analyzer output to the TeamCity format-TeamCity Inspections Type. Let's see how it works.
The Code of the Command & Conquer Game: Bugs from the 90's. Volume two
The American company Electronic Arts Inc (EA) has opened the source code of the games Command & Conquer: Tiberian Dawn and Command & Conquer: Red Alert publicly available. Several dozen errors were detected in the source code using the PVS-Studio analyzer, so, please, welcome the continuation of found defects review.
The Code of the Command & Conquer Game: Bugs From the 90's. Volume one
The American company Electronic Arts Inc (EA) has made the source code of the games Command & Conquer: Tibetan Dawn and Command & Conquer: Red Alert publicly available. This code should help the game community to develop mods and maps, create custom units, and customize the gameplay logic. We all now have a unique opportunity to plunge into the history of development, which is very different from the modern one. Back then, there was no StackOverflow site, convenient code editors, or powerful compilers. Moreover, at that time, there were no static analyzers, and the first thing the community will face is hundreds of errors in the code. This is what the PVS-Studio team will help you with by pointing out the erroneous places.
Teaching folks to program 2019, a.k.a. in the search of an ideal program: Sequence
Hi, my name is Michael Kapelko. I'm a professional software developer. I'm fond of developing games and teaching folks to program.
Preface
Autumn 2019 was the third time I participated as one of the teachers in the course to teach 10-15-year-old folks to program. The course took place from mid. September to mid. December. Each Saturday, we were studying from 10 AM to 12 PM. More details about the structure of each class and the game itself can be found in the 2018 article.
I have the following goals for conducting such courses:
- create a convenient tool to allow the creation of simple games, the tool interested folks of 10 years old or older can master;
- create a program to teach programming, the program interested folks of 10 years old or older can use themselves to create simple games.
Unity Optimization: Your Scene Hierarchy is Robbing you
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
What's the crack with the hierarchy now?
I want to show you something.
How to Plan a Winning Product Strategy
How do we know when a product is solving a significant problem in a growing market? Do we need to build a brand and defend it with barriers against competitors? Read further in this article.
Notes on Des Traynor’s talk from Web Summit on developing a product strategy based on his experience at Intercom. The original article has been written by Vit Myshlaev and translated by Alconost.
How do you know when you’re really solving a significant problem?
If you can’t answer in the affirmative to the below three questions regarding your product, it makes no sense to move forward:
- It is viable. Can it make money?
- It is feasible. Can it be done?
- It is desirable. Does anyone want it?
Breaking the Rules of Unity Garbage Collection
Lancelot was always looking for bigger and bigger titles to work on. And so he worked hard to get his big chance in the games industry.
It was not easy, that he knew.
Authors' contribution
alizar 5330.2Milfgard 3716.0Weilard 2229.0HotWaterMusic 1802.8haqreu 1626.0BasmanovDaniil 1367.2GlukKazan 1211.8ilya42 1109.0soulburner 1014.0ForhaxeD 918.0